A few days before the final day of class, Mike, Matt, Nuhi and me were trying to turn the floating chess board we already had in the Hololen into a game. As always there was a problem, when they tried to import the selector from the sample 2D game Seth found for us, turned out that it wasn't programmed for a 3D environment. So Mike said that is not going to be that easy to solve. The only 2 task we had left were: implementing the selector and Noah Menu, which by the way, Mike noticed that menu is not going to work because Noah developed in the wrong Unity version. I honestly don't think we will have a game to show, we will end with the floating board and Nuhi pieces. Probably, I should have taken the leadership and at least tried to put the team together but with the other 4 classes and 2 jobs I wasn't sure if I would have been able to perform as I would like to (besides the language barrier). In any case, this will be the second class were my team won't be able to show much...
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We have been testing our levels for the last few weeks and I must say I have understood (a little a least) what made Dungeons and Dragons an old classic. Being able to participate in most of them have taught me how this combination between math and chance is pretty interesting. I loved how the game give you absolute freedom to do whatever you want to (of course with the wildcard of the Dungeon Master, but it is still fun. Regarding to our test I played with different classes and gave a little feedback about them but most of the time I don't think it was useful to be honest. Still I always tried to be available, proactive and aware of what was happening with the team.
3 days before Portfolio Night I am starting to feel how unpleasant crunch time could be. Last week everything was more or less in their way, but now I feel a little worry. Principally because with new merged version new problems have appeared. Issues that were solve before are chasing us again (like the character are not taking damage from each other attacks anymore). I have been running from one place to another trying to solve little problems like that always within my skills. The collider of the outer space rock I asked Carly was not quite right so I reshape it for example. Serving as Ethan right hand has been fun and demanding. I saw a little issue with the background transition between main menu, character select and result screen so we exchange some models, I also asked Kenisha resize the letter for the control screen and for the credits screen too. The cool down for Alexis shotgun was too long so Ethan helped me out fixing that one because the variable was not so easy to find. In general I tried to help as much as I (literally) can. As always I would liked more time to present a complete game rather than the last version of a Beta.
Finally! Mike was able to insert his Unity version on the Hololens and we can test for first time. At the beginning everything seems huge but Mike easily shrink the whole board and pieces. My initial concern was make sure the player would be able to identify each piece (and more important: select them) with their finger without issues. Following Seth advise we reduce half of the initial size. Then, we had the problem of the black pieces really hard to see in the black squares. Although Mike applied so shinning effect on those one I think Nuhi will have to find a better solution for this one. Finally, the size of the pieces no matter the color were unbalance. I wish we could have follow a standard for this, but Mike just adjusted the size which seems incongruous. We will have one more meting before the final class to fix all these.
Towards the end Leo told us that he open a folder in the our drive so the designer can write any story we think would match with the aesthetic of our heavenly world. In this way we can add more content to our final codex and give verisimilitude to our campaign. So I took a background I already had in mind for a character for another story and adapted it to here. It was basically the story of Lucifer but with a few changes in the form and in the character. I just replace the old names with our gods (like Elm), I tried to keep simple because I felt like I didn't fully understood every single detail behind our complex plot beyond the basis. I hope this actually fit along with the other stories...
Ethan, Mike, Nikki, Nick and me had a meting just a few days before Portfolio Night where we were polishing last details. Although most animations were right, there were others that weren't trigger at the right moment, could be a little late or too fast (like Flub taking damage), some other that simple wasn't there or weren't working as suppose it: like Flub slip trick, this attack was working fine in previous versions but simply got broken in the last merge and now the character keep flying as long you hold the bottom... I again register all these issues and put them on Kanban. We also discussing in real time how exactly solve most of them. Animation will need more development time for next protects for sure. I never wrote this...
The Portfolio night was coming fast and our team still had a lot do complete. Ethan just asked me if I can take care of the coins collocation, by that moment I already had a few coins roughly locate on the tiles. After we discussed about it, Ethan wanted a random generation so that way we can give more variation to each match. So I took it my old coins and exchanged by the "coin spawner" game object with the script Ethan made allowing to choose between other 4 random game objects. Which I created: a coins, 2 coins, 3 coins, an empty one and the pick up. This was the easy part, the funny one was setting the specific spots for the coin spawner in a way that make sense with the tiles layout and also encourage the player to choose between upper or ground level. After struggling a little and helping myself with the feedback of the guys I managed to come with a final coin random allocation which make sense in 95% of the matches.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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